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Doom 2 In Name Only - Now (supsiciously) on a load of gaming articles


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Apparently so! :P
I'll check out MAP16 later. I think MAP24 is the only thing that needs finishing + a decision on MAP07

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I just remembered, I can't be at the TNS session if it's next week, due to GCSE results. So I'll either be out celebrating or crying myself to sleep. If we're TNS ready by then though, I don't think it's essential that I'm there, is it?

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We can give this a go in TNS as soon as you feel there is a solid version guys. :)

This week is my turn to post so if it is ready, we can do it this thursday or if you need a bit more time we will launch CChest3 or Scythe II second parts and Tobi can do this for next week.

Also Eris if by any chance you cannot be there, all demos are recorded server-side here for a week, feel free to download and take a look at them. (but it would be cool if you are there :P)

Finally just mention that we have our own scripts to solve most game-breaking situations (not working teleports, players that cannot access an area after another died inside... etc) so don't worry much about that.

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Well, I started working on map24 this weekend (in the sunday evening), and I actually passed the biggest roadblock I had, which, stupidly enough, wasn't even related to the gameplay balance (I was trying to completely redo the ending part where there aren't even any enemies). So that's some progress at least. Though I still have to finish the very last room and THEN go and playtest this shit and rearrange the things. So that may take a few evenings still.

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I like the thread title because every week it gives me another one.
But yeah if I didn't have a job, like it was a couple months ago, the map would've been ready much faster. I can't gather the sheer will to do anything after I come home, and on weekends there's too much to catch up on. But I feel really bad for holding up the entire project :[
(also don't you still have the second half of scythe 2 or something? you should do that too :P )

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Antroid said:

I like the thread title because every week it gives me another one.


You shouldn't have said that ;)
And as I understand it, next Thursday is the last one I have off before starting college, so I don't know if my evenings are going to be filled with masses of work*, I'll see how it works out.
Don't worry about holding the project up too much, I think the only person who really minds is Jay. He's (probably) getting impatient, waiting to start UDINO.

R.I.P ETwilight.wad if so. I'm already slower than snail's pace on that.

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Eris Falling said:

Don't worry about holding the project up too much, I think the only person who really minds is Jay. He's (probably) getting impatient, waiting to start UDINO.


I don't mind, I'm a patient motherfucker.

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Bahaha, I guess now my goal is to get as many threads on Doomworld renamed to include my username as I can :D

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I guess it's once MAP24 is uploaded, we can go to TNS, then once bugs are found and fixed we can go to Beta. I can't imagine there'd be too much to sort after that, then there's a final release, and then Jay was a happy zombee.

Ok, I'm posting this now or I never will.

AFAIK, this update to MAP22 adds some stuff to the cathedral, and starts the catacombs a bit earlier. The pews are shrunken to make killing the zombies a bit easier. I always thought there was supposed to be more done, but I've forgotten what it is, or if I've actually done it already. The file has shrunken by 11KB, so something happened.

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There's a possible new map 7 that someone is working on

Map 24 is still being worked on

Map 16 got revamped recently which I thought was pretty cool, maybe needed some minor cosmetic tweaks (I think there might have been some doortracks that weren't lower unpegged) so thats nearly done.

Think thats it?

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Sorry for posting yet another version of one of my maps, but:

Map 05!!

Assuming that no bugs are found in the TNS playthrough or during the beta release, this should be the final version. Here's a changelog of sorts:

- tidied up the automap
- added additional multiplayer elements
- fixed bug in outdoor area
- added extra secret
- cleaned up a few set pieces that were eating up visplanes/drawsegs/etc.

Currently working on a song for Map 08, as well as the final release of Map 17. I'll be changing the BFG secret for Map 08 but I have one other question: will the BFG/Cyberdemon limits apply to multiplayer? The current Map 08 includes both on that mode and I'll need to know if they have to be removed.

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I haven't actually added anying to any of my maps ffor multiplayer other than player starts. Is that going to be a problem? I never play multiplayer so have very little idea of what would need changing. No deathmatch starts either...

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Hey.

Here is my take on MAP07. (due to recent problems with file hosting services (in general), here's a mirror)

Put it in the final wad if you want it to be remembered :)

Nah, maybe I'm exaggerating, the only unusual about this Dead Simple map may be its triangular structure. Or something more?

Also I apologize that it took me so long time, the thing I did would surely take much less time to anyone other, but you know me. I tried to improve balance and everything, but playtesting is still needed.

Enjoy the arena!

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scifista42 said:

Hey.

Here is my take on MAP07. (due to recent problems with file hosting services (in general), here's a mirror)


Bloody hell! That is properly mental, well done. Really cool idea and epic execution.

There are a couple of bits I have issues with: firstly the thin pillars platforming section, I hate that with a passion. I had to noclip through that bit and I can guarantee that I will never play this map again knowing that bit is there, I just find that kind of thing tedious to the point of giving up after falling off a few times. Secondly the pain elementals are a bit over the top maybe, they end up filling the place with lost souls and slow the pace down to a crawl while you get rid of them all.

Those are the only bits that jarred with me, and see what other people think. Everything else about it is great.

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I agree with your points and will do something with it, both the things were rushed towards the end. However in next few days I'll be without internet. Thanks, and see you later.

Spoiler

The platforms are ten-times easier if you walk instead of run.

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scifista42 said:

Spoiler

The platforms are ten-times easier if you walk instead of run.


man, I was wondering about that just after I posted, serves me right for always being in a hurry. Although trying it again just now I still find that bit frustrating. Might just be down to me being clumsy in the way i move in this game, but I find that doesn't usually matter when I'm killing stuff.

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Just popping in to say I'm preparing for the opening post for Ultimate Doom in Name Only, which should be a week after Eris calls this 'final', finally. Finally final.

I'm looking at a little more direction than Doom 2 in Name Only, though nothing too constricting or rigid. :)

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Just played the new map 07, and wow, that was a hell of a cool level! I must say though, that you should keep the platforming area. That actually ended up being my favorite part of the level!

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scifista's Map07 is promising - Link would love it.

Jayextee - I'm all ears.

My favorite so far is Map28 with its black/red scheme and the hilarious grey skeleton.

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Olympus said:

Just played the new map 07, and wow, that was a hell of a cool level! I must say though, that you should keep the platforming area. That actually ended up being my favorite part of the level!


What that section needs is a sneaky shortcut that also unleashes a million archviles, I think I'd rather deal with them than those bloody platforms!

It would be good to get some more opinions on it though.

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Map 07 Demo: https://www.dropbox.com/s/bior8brr9xivhq4/map07.lmp

Contains: Revenant rocket shenanigans, seeing that exit is not actually exit, and burning out my patience with that platforming section.

Pros:
Fucking hectic. I just love the chaos, and the wandering in that hellish zone, and that tech area. Nicely disorienting map, you can't really tell where you are, until checking your automap.

Cons: Well, it's not looking good. That yellow rock (or RROCK02) texture is just blaring on some parts.

Oh that platforming section? Fuck you too buddy. :P Especially on that point where you had to start over.
Had to enable mouse look in PrBoom + just to see where I really step.

.:edit:.
So I decided to take final look at my maps, map 09 had some very minor cosmetic changes, map 10 has again decided to freak out again (or more likely some brainfart I forgot to fix), few doors are now properly closed, and some monster closets didn't open properly, now they should.

So, what's common with both maps?
They have midis now. If you folks are okay with them, of course.

Maps reside in here.

Spoiler

Both midis are composed by Kevin Schilder, Map 09: River of Fire from Heretic, Map 10: ROMA.MID from Hexen II

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I found map07 very good. Is a map with a good and hard fight in the first area, specially with the spidermastermind.
But the hellish area... I found it very hard and represents the most part of the map, taking all the attention in my personal opinion. Maybe u should reduce it a little. But the architecture in both is great!

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Joseph Lord said:

I found map07 very good. Is a map with a good and hard fight in the first area, specially with the spidermastermind.
But the hellish area... I found it very hard and represents the most part of the map, taking all the attention in my personal opinion. Maybe u should reduce it a little. But the architecture in both is great!


Kinda agree with that - too much leverage on the hell part. Map07 may be better as a more focused and condensed part instead of a more regular spread out map.
-> "may be" is underlined... it's great nonetheless.

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Thanks a lot for all opinions on my MAP07 and specially CorSair for his demo. I'll start polishing the map, altering and improving the looks of the hell part, reducing pain-elemental chaos and making the lava pillar part less frustrating. Maybe I'll add teleporter lines around the whole path so at every time player makes a bad step, he'll be instantly teleported to the last "checkpoint". Or maybe just replace the whole thing with some combat instead.

I have to ask CorSair: Which port/complevel did you use to record the demo, and did you alter any important default settings? I replayed it in PrBoom-plus complevel 2, the demo didn't desync at all, but the map turned out to be broken, masterminds and archviles were teleporting at wrong times and in the case of the final battle, even on wrong places. The first mastermind was supposed to teleport after killing all arachnotrons, and the last archviles should have been all inside the structure. I've never experienced such errors in any port during testing, and wasn't even able to reproduce it after seeing your demo, so... do you have a clue how could that happen?

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